Salutations, my name is Dylan and I am one of the two programmers that worked on Hexbreaker. I enjoy making systems and tying them into other systems to make them work together. Seeing a functional product after toiling away is a pleasure like no other! I am best at making secondary systems of the game that are vitally important to gameplay and tie into a multitude of other systems.
We all had our own desires for this project when we went into it. My desire was that I simply wanted the player to have player stats in some way. Player health, damage, defense--things like that. From there, I wanted this project to be a test of my programming skill, to see if I really could program systems that tie into each other in several different ways. Though there were some difficulties at times, I did manage to get the systems to all communicate with each other properly!
As far as systems go, I was in charge of programming a few of them: the curse, hexbreak, talisman, action talisman and randomization systems. Making these secondary systems meant that I had to have a good understanding of the core systems, so that I knew how to tie the secondary systems into the core ones. I became very familiar with the combat system and saving system throughout the whole project, that's for sure.
Hexbreaker, the name of the game, comes from the curse system. Curses are debuffs applied to the player during combat encounters and in many cases the player would have to break them to win the encounter. The idea of curses came from me after thinking about the theme "break the rules" for a while. Alongside curses came the hexbreak system, which was necessary for the player to be able to win some combat encounters.
The most difficult task for me was undoubtedly the talisman system. The talisman system had a few requirements: it must improve the player, it must be randomized and it must be usable during combat. In addition to these requirements, it essentially had to be an inventory system of some kind, since talismans had to carry over from scene-to-scene. To add even more on, the talisman system had to have a subsystem: the action talisman system. Action talismans are talismans that can be used during the flow of combat--they edit the player's attacks and the quick-time event that the player has to complete to land a successful hit.
Though programming was my main task for the game, I also created a variety of other things in the game. As far as concepts go, I created the idea of curses, the idea of hexbreaking to adhere to the theme, the idea to have talismans, the idea to randomize most of the game and the main UI layout. For clarity, I did not make the UI assets--that was Arissa. I created the main idea of what the UI should look like, and we stuck pretty close to it through the development cycle.
I truly enjoy writing quite a lot. Though Hexbreaker itself doesn't have a very major story, I did write that alongside Arissa. I also came up with the name of the game, all the enemy names and all the text that is correlated to talismans and curses in-game. I also did the scaling for all the enemies, talismans and the player. I've got a spreadsheet with all the values laid out and it and everything because I'm as big of a fan as writing as I am a fan of spreadsheets!
Please, do get in touch with me at dmgrummer14@gmail.com !